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Sistem Deteksi Lubang pada Pedesterian dengan Teknik Pengolahan Citra Intan Sari Areni; Indrabayu Amirullah; Ingrid Nurtanio; Anugrayani Bustamin; Ahmad Rifaldi
Jurnal Penelitian Enjiniring Vol 23 No 2 (2019)
Publisher : Center of Techonolgy (COT), Fakultas Teknik, Universitas Hasanuddin

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (424.283 KB) | DOI: 10.25042/jpe.112019.04

Abstract

Pothole Detection System on Pedesterian using Image Processing Techniques. The pedestrian areas in Indonesia are still far from optimal in facilitating the users or the pedestrians. Potholed pedestrian areas are found in many parts of the street. This issue can harm pedestrians, especially blind people. For this reason, research has been carried out to create a system that can detect and estimate hole distances by processing images using mono cameras that can help blind people. The methods used to detect holes are the Threshold + Blob Analysis method and the HSV method. The obtained results indicate the level of accuracy of hole detection using the Threshold + Blob Analysis method is better than the HSV method. The average accuracy level of Threshold + Blob Analysis is 88.91%, while for the HSV method is 86.82%.
PENGENALAN PEMBELAJARAN INTERAKTIF BERBASIS GAME DI SDN 14 BONTO-BONTO KABUPATEN PANGKEP Intan Sari Areni; Indrabayu Amirullah; Zaenab Muslimin; Elyas Palantei; Ais Prayogi; Anugrayani Bustamin
Panrita Abdi - Jurnal Pengabdian pada Masyarakat Vol. 3 No. 2 (2019): Jurnal Panrita Abdi - Oktober 2019
Publisher : LP2M Universitas Hasanuddin

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (805.272 KB) | DOI: 10.20956/pa.v3i2.6551

Abstract

An Introduction of Game-Based Interactive Learning at SDN 14 Bonto-Bonto, Kabupaten PangkepAbstract. Community service was be carried out at SDN 14 Bonto-Bonto, Kab. Pangkep to provide new insights for students regarding learning methods and materials using interactive game as an educational medium for Natural Sciences subjects. This educational game is a type of Role Playing Game (RPG) that will encourage players actively digging up information to enrich knowledge while playing a game that has has complex storytelling elements and role-playing arts that making the player feels like being the character they play in the game. As a part of development in learning medium, this game is expected to add insights to teachers and students at SDN 14 Bonto-Bonto, Pangkep. In the learning process in schools, the material delivered by the teacher is limited, because students only memorize the names of elements in an inefficient manner or just memorize the sequence of elements from the periodic table. The purpose of this service is to socialize game-based interactive learning methods and conduct training related educational games about the Periodic System of Chemical Elements. In addition, this community service is also a venue for disseminating the results of research conducted by lecturers and students at the Hasanuddin University, Department of Electrical Engineering and Department of Informatics, Engineering Faculty UNHAS regarding the application of interactive learning media.Keywords: Interactive game, chemistry elements, role playing game, socialization, public serviceAbstrak. Pengabdian masyarakat yang akan dilakukan di SDN 14 Bonto-Bonto, Kab. Pangkep ini bertujuan untuk  memberikan wawasan baru bagi siswa terkait metode dan materi pembelajaran dengan menggunakan media pembelajaran game interaktif sebagai media edukasi untuk mata pelajaran Ilmu Pengetahuan Alam (IPA). Game edukasi ini merupakan jenis game RPG (Role Playing Game) yang akan yang akan membimbing pemain secara aktif menggali informasi untuk memperkaya pengetahuan saat bermain yang memiliki unsur-unsur penceritaan yang kompleks serta seni peran yang membuat seseorang merasa seperti menjadi tokoh yang diperankannya dalam game tersebut. Pada proses pembelajaran di sekolah-sekolah, materi yang disampaikan oleh pengajar menjadi terbatas, karena pelajar hanya menghafal nama-nama unsur dengan cara yang tidak efisien atau hanya sekedar menghafal urutan unsur dari tabel periodik. Tujuan dari pengabdian ini adalah untuk mensosialisasikan metode pembelajaran interaktif berbasis game dan melakukan pelatihan terkait Game edukasi Sistem Periodik Unsur. Game edukatif ini membantu menyampaikan informasi tentang unsur-unsur kimia dengan menggabungkan Objek 2D dan Game edukasi berbasis windows. Sebagai bagian dari pengembangan media pembelajaran, maka diharapkan dapat menambah wawasan bagi para guru dan murid di SDN 14 Bonto-Bonto, Kabupaten Pangkep. Selain itu, pengabdian masyarakat ini juga sebagai ajang sosialisasi hasil-hasil penelitian dosen dan mahasiswa pada Departemen Teknik Elektro dan Departemen Informatika, Fakultas Teknik UNHAS terkait aplikasi media pembelajaran interaktif.Kata Kunci: Game interaktif, senyawa kimia, role playing game, sosialisasi, pengabdian masyarakat
Multi Classification of Bacterial Microscopic Images Using Inception V3 Ingrid Nurtanio; Anugrayani Bustamin; Christoforus Yohannes; Alif Tri Handoyo
ILKOM Jurnal Ilmiah Vol 14, No 1 (2022)
Publisher : Teknik Informatika Fakultas Ilmu Komputer Univeristas Muslim Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Microorganisms such as bacteria are the main cause of various infectious diseases such as cholera, botulism, gonorrhea, Lyme disease, sore throat, tuberculosis and so on. Therefore, identification and classification of bacteria is very important in the world of medicine to help experts diagnose diseases suffered by patients. However, manual identification and classification of bacteria takes a long time and a professional individual. With the help of artificial intelligence, we can effectively and efficiently classify bacteria and save a lot of time and human labor. In this study, a system was created to classify bacteria from microscopic image samples. This system uses deep learning with the transfer learning method. Inception V3 architecture was modified and retained using 108 image samples labeled with five types of bacteria, namely Acinetobacter baumanii, Escherichia coli, Neisseria gonorrhoeae, Propionibacterium acnes and Veionella. The data is then divided into training and validation using the k-fold cross validation method. Furthermore, the features that have been extracted by the model are trained with the configuration of minibatchsize 5, maxepoch 5, initiallearnrate 0.0001, and validation frequency 3. The model is then tested with data validation by conducting ten experiments and getting an average accuracy value of 94.42%.
PERBANDINGAN KINERJA WORD EMBEDDING WORD2VEC, GLOVE, DAN FASTTEXT PADA KLASIFIKASI TEKS Arliyanti Nurdin; Bernadus Anggo Seno Aji; Anugrayani Bustamin; Zaenal Abidin
Jurnal Tekno Kompak Vol 14, No 2 (2020): AGUSTUS
Publisher : Universitas Teknokrat Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33365/jtk.v14i2.732

Abstract

Karakteristik teks yang tidak terstruktur menjadi tantangan dalam ekstraksi fitur pada bidang pemrosesan teks. Penelitian ini bertujuan untuk membandingkan kinerja dari word embedding  seperti Word2Vec, GloVe dan FastText dan diklasifikasikan dengan algoritma Convolutional Neural Network. Ketiga metode ini dipilih karena dapat menangkap makna semantik, sintatik, dan urutan bahkan konteks di sekitar kata jika dibandingkan dengan feature engineering tradisional seperti Bag of Words. Proses word embedding dari metode tersebut akan dibandingkan kinerjanya pada klasifikasi berita dari dataset 20 newsgroup dan Reuters Newswire. Evaluasi kinerja diukur menggunakan F-measure. Performa terbaik menunjukkan FastText unggul dibanding dua metode word embedding lainnya dengan nilai F-Measure  sebesar 0.979 untuk dataset 20 Newsgroup dan 0.715 untuk Reuters. Namun, perbedaan kinerja yang tidak begitu signifikan antar ketiga word embedding tersebut menunjukkan bahwa ketiga word embedding ini memiliki kinerja yang kompetitif. Penggunaannya sangat bergantung pada dataset yang digunakan dan permasalahan yang ingin diselesaikan.Kata kunci: word embedding, word2vec, glove, fasttext, klasfikasi teks, convolutional neural network, cnn.
Improving Community Digital Literacy Capability in Efforts to Build a Digital Village Amil Ahmad Ilham; Zahir Zainuddin; Ingrid Nurtanio; Indra Bayu; Muhammad Nizwar; Adnan Adnan; Elly Warni; Zulkifli Tahir; Ais Prayogi Alimuddin; Christoforus Yohannes; Ady Wahyudi Paundu; Mukarramah Yusuf; Anugrayani Bustamin; Iqra Aswad; Muhammad Alief Fahdal Imran Oemar; Intan Sari Areni; Zaenab Muslimin
JURNAL TEPAT : Teknologi Terapan untuk Pengabdian Masyarakat Vol 6 No 1 (2023): Kesadaran Teknologi untuk Mengatasi Permasalahan Kemasyarakatan
Publisher : Faculty of Engineering UNHAS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25042/jurnal_tepat.v6i1.296

Abstract

Digital village is a government program concern on village development to improve the quality of life of rural communities through the use of technology in various aspects of village development. This community service aims to provide essential insight and knowledge regarding Digital Village and its application to support the realization of a smart village. This activity was carried out in Desa Tamaona, Bulukumba Regency, through a socialization process attended by four village officials and ten productive people from the local village. Digital information about this village is still relatively minimal on the Internet, while the potential for natural wealth and products in the village is excellent. Therefore, this activity was carried out to support the concept of village digitization as well as an event to introduce the potential of Desa Tamaona to the outside community. The implementation of this service is carried out by socializing village information applications/systems using the Participatory Rural Appraisal (PRA) method. The results of the initial data collection show that the Desa Tamaona community has sufficient potential for developing a digital village, which is seen from the already high intensity of internet use by the community. After the socialization and training on using the website information system, the participants acknowledged that they got a lot of convenience in accessing information digitally compared to before this activity was carried out. This stage is a motivation for further developing technological resources to achieve the smart village concept, which can also increase digital literacy for the Desa Tamaona community.